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const float NewMaxMana = GetMaxMana(); OnMaxManaChanged.Broadcast(this, OldMaxMana, NewMaxMana); -} \ No newline at end of file +} + +void UManaAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) +{ + Super::PostGameplayEffectExecute(Data); + if (Data.EvaluatedData.Attribute == GetManaAttribute()) + { + SetMana(FMath::Clamp(GetMana(), 0.0f, GetMaxMana())); + } + if (Data.EvaluatedData.Attribute == GetCostAttribute()) + { + const float CostValue = GetCost(); + const float OldMana = GetMana(); + const float ManaMax = GetMaxMana(); + const float NewMana = FMath::Clamp(OldMana-CostValue,0.0f, ManaMax); + if (OldMana!=NewMana) + { + SetMana(NewMana); + } + SetCost(0.0f); + } + if (Data.EvaluatedData.Attribute==GetMaxManaAttribute()) + { + const float RestoreValue = GetMaxMana(); + const float OldMana = GetMana(); + const float ManaMax = GetMaxMana(); + const float NewMana = FMath::Clamp(OldMana+RestoreValue,0.0f, ManaMax); + if (OldMana!=NewMana) + { + SetMana(NewMana); + } + SetRestore(0.0f); + } +} diff --git a/Elistria_Calling/Source/Elistria_Calling/Public/ManaAttributeSet.h b/Elistria_Calling/Source/Elistria_Calling/Public/ManaAttributeSet.h index 925e3fd..eee9c06 100644 --- a/Elistria_Calling/Source/Elistria_Calling/Public/ManaAttributeSet.h +++ b/Elistria_Calling/Source/Elistria_Calling/Public/ManaAttributeSet.h @@ -6,6 +6,7 @@ #include "AttributeSet.h" #include "AbilitySystemComponent.h" #include "Net/UnrealNetwork.h" +#include "GameplayEffectExtension.h" #include "ManaAttributeSet.generated.h" /** @@ -28,16 +29,26 @@ class ELISTRIA_CALLING_API UManaAttributeSet : public UAttributeSet public: UManaAttributeSet(); + virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override; + virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_Mana) + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_Mana, meta = (HideFromModifiers)) FGameplayAttributeData Mana; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_MaxMana) FGameplayAttributeData MaxMana; + + UPROPERTY(VisibleAnywhere) + FGameplayAttributeData Cost; + + UPROPERTY(VisibleAnywhere) + FGameplayAttributeData Restore; ATTRIBUTE_ACCESSORS(UManaAttributeSet, Mana) ATTRIBUTE_ACCESSORS(UManaAttributeSet, MaxMana) + ATTRIBUTE_ACCESSORS(UManaAttributeSet, Cost) + ATTRIBUTE_ACCESSORS(UManaAttributeSet, Restore) UFUNCTION() void OnRep_Mana(const FGameplayAttributeData& OldValue);